Well I've had enough downtime from the bad stuff. Time to review something that I enjoy.
Eberron Campaign Setting
Introduction
Around the time that Dungeons and Dragons 3.5th edition was being developed, someone at WOTC realized that Forgotten Realms was no longer serving the role of 'gateway setting' that it once was. It rightly had it's fans in some of the more experienced players, and the Neverwinter Nights games probably helped drive some interest; but with the amount of backstory the setting had, and the very large amount of supplemental material available for it, starting players might be a little bit intimidated.
Thus began the 2002 Fantasy Setting Search, from over 11,000 entries, they narrowed it down to 3, one by Rich Burlew (of Order of the Stick fame), Philip Nathan Toomey (who I can't find anything on), and Keith Baker. They chose Keith Baker's setting and turned it into the book I'm reviewing today.
Whereas the other review is more of a general overview of the setting, I'm going to be covering the books themselves. Specifically the 3.5 edition books, if there was a big change in the 4th edition books, I’ll make a notation with this icon
The Tone of Eberron
The major thing that sets Eberron apart from other settings is that Eberron is a Pulp setting. It takes place in a post-war world on the continent of Khorvaire, where a single empire was shattered into many. Everything was designed with a cinematic flair in mind, and the art reflects this; lots of creatures, items, or vehicles have a distinct design or profile that is instantly recognizable and sticks with you, like the Elemental Airships.
There are also lightning powered maglev trains.
That's another theme of Eberron, magic is everywhere. It's a part of everyday life for many of the people living in Eberron. Not in the sense that everyone can cast spells, but that cities have everburning torches used in street lamps. There's a telegraph service provided by magical sending stones. The aforementioned trains allow for shipment of goods across continents, the airships allow for exploration of
other
continents. And the vast majority is controlled by an aristocracy of merchant families with a monopoly due to dragonmarks, hereditary magic marks that manifest within certain racial lines.
As for that war that was mentioned. In setting it's referred to as the Last War. It happened when King Jarot, king of Galifar, died. According to tradition, his eldest child would ascend to the throne, and her children would assume control over the Five nations of the Empire as had happened when Jarot ascended to the throne. Unfortunately three of her four siblings didn't agree, either because they wanted to be on that throne, or they didn't want to lose the power that they had. The war lasted 102 years, and alliances shifted quite often over that time frame, and only ended when one nation was literally blasted out of existence. The remaining Twelve nations signed the Treaty of Thronehold, ending the war and spreading an unsteady Peace. Espionage and border skirmishes are still common though (and a fine place for Player Characters to find themselves).
Ten Things
(Keith Baker Thinks)
You Need to Know
1. If it exists in D&D, then it has a place in Eberron
This was actually a condition of the Fantasy Setting Search. Wizards wanted to make sure that the setting they created had an entry for every monster in the Monster Manual, for every race in the various supplements, and for every class in every book. To their credit, they also took this as a design philosophy going forward as well, every 3.5 supplement after Eberron's release has an entry detailing not only where it's contents fit into Eberron's landscape, but the Forgotten Realms as well.
2. Tone and attitude
Alignment and appearance are not an absolute judge of moral character anymore. Evil Silver Dragons and good vampires exist. There is an entire nation of 'monsters' that just want to be left alone. Druidic traditions as this world knows them were pioneered by good orcs who fought to keep the world from being destroyed. Good nations may fight against each other when their interests are at odds, and evil organizations may offer help with no strings attached simply out of civic interest. This is also the setting that embraced Action Points as a concept. They weren't the same as their 4E counterparts, but they served a similar purpose: to try and capture the cinematic nature of the swordplay and spellcasting of the setting, and to give players a chance to decide when things were really important to them.
3. A world of Magic
This is a world that developed not through the advances of science but through mastery of the arcane. The end results are the same, the means are different. There is a working class of minor mages that use simple rote spells to provide energy and other necessities that keep the wheels of society moving. Advances in magic item creation have led to everything from self-propelled farm implements to sentient, free-willed constructs.
4. A world of adventure
Steaming Jungles, colossal ruins, giant towering metropolises, and blasted wastelands all Exist in Eberron. The advent of affordable and commonplace magical transportation allow your Players to get there. DMs are encouraged to make quests that travel all over the place to keep with the cinematic style of the game.
5. The Last War has ended - sort of.
The setting is set 2 years after the Treaty of Thronehold and the Establishment of the twelve recognized nations carved out of what was once Galifar. Overtly, the peace has held, but the conflicts and anger that are born out of a war that lasted five generations don't die down just because a piece of paper was signed.
6. The Five Nations
Even during the time of Galifar, the Five Nations existed: Aundair, Breland, Cyre, Karranth, and Thrane. The human-dominated civilizations each developed their own cultures and traditions. Even though Cyre is a blasted waste now known as the Mournland, "By The Five Nations" is a common epithet in Eberron.
7. A world of intrigue.
In the post war world, the nations of Khorvaire are trying to build themselves up and usher in a new age of peace and prosperity. They still compete on many levels - economy, political influence, territory, magical power - stopping short of starting another all-out war. Espionage and sabotage are big business. The Dragonmarked Houses, churches, crime lords, monster gangs, psionic spies, arcane universities, royal orders of knights and wizards, secret societies, evil masterminds, dragons, and numerous other organizations all jockey for position in the aftermath of the Last War. That's not even getting into the ancient secrets that the land held long before Humanity set foot on it.
8. Dragonmark dynasties
The great dragonmarked families are the barons of industry and commerce throughout Khorvaire, and even beyond. They are technically extraterritorial entities, outside of politics and political boundaries, and to join a dragonmarked house you have to forsake any nationality you possess. But people are individuals, they have friends and relatives, they can play favorites. That's not to say that being a member of a Dragonmarked house is a horrible existence. To the contrary, through their businesses and holdings, the matriarchs and patriarchs of each house live like Nobles. Their scions are well cared for as well, since you don't want your public faces to be disgruntled.
9. Dragonshards
Ancient legend describe the world in three parts, the ring around the world, the subterranean depths, and the land between. Each of these is tied to a dragon: Siberys, Khyber, and Eberron. And each of these parts produces crystals imbued with arcane power known as dragonshards. These are most of the reason why Eberron has the level of magical development that it does. Dragonshards make Dragonmarks more powerful. Dragonshards let you bind and harness elementals. Dragonshards make magic items easier to make, and in some cases possible to make at all. They're rare though, and difficult or dangerous to obtain.
10. New races
Eberron introduces four new races. Changelings are the result of interbreeding between Dopplegangers and Humans, and possess minor shapeshifting power. Kalashtar are descendents of humans who merged themselves with extraplanar entities, giving them great psionic power. Shifters are distant descendants of human lycanthropes, with limited shapeshifting power and instincts from their bestial heritage. And Warforged are sentient constructs created as weapons during the last war, it just so happens that they were created with free will and were granted personhood in the treaty of Thronehold.
At this point the book indicates that how we proceed is up to us, we can go to chapter 7 for more info on the world, chapter 8 for more info on the organizations in it, chapter 2 and 3 for more info on the new classes and rules, or chapter 1 for more info on the races. That's where we'll be going.
In which a warforged throws an orc into the wall while a Zombie looks on?
Chapter One: Character Races
Eberron has all of the races from the base 3.5 Players Handbook, as well as four brand new races, the Changelings, Kalashtar, Shifters, and Warforged. There's a description of each race, their lands, and what Dragonmarks they may possess. Which brings me to my first
4e difference. In the original campaign setting, only the base PHB races got dragonmarks, Humans getting five, half-elves and halflings getting two each, everyone else gets one with the Half-Orcs sharing one of the human marks. In 4e,
anyone
can develop any dragonmark, even Warforged, though the houses are still divided along the 'base race's mark' lines. Though I guess that's a valid concern when half-orcs and gnomes didn't even make the cut for 4e core races, it does open up storytelling and player options quite a bit.
It starts with humans (of course) but after that it goes Alphabetically.
Humans
The dominant race of Eberron, they're described as "A Relatively Young Race", which I find somewhat amusing since there are no less than five other races (in this book alone) descended from Humans. Humans are originally from the continent of Sarlona, the first wave of settlers landed in the area called the Lhazaar Principalities, and spread across the entirety of Khorvaire. Though most modern humans don't give two shits about Sarlona, or even know that that is where they came from.
Humans have five dragonmarks House Cannith has the Mark of Making, and controls the trade of repair and manufacturing. House Orien has the Mark of Passage, dominating the courier, shipping, and transportation trades. House Deneith has the Mark of Sentinel, they dominate the trade of personal protection, and are the only Dragonmarked House that is allowed to maintain a standing army. House Vadalis has the Mark of Handling, making them the leaders in the business of livestock breeding and training. Finally there's House Tharashk, it's primarily seen as a Half-Orc house, but there is no small number of human members. They have the Mark of Finding, which places them at the forefront of the dragonshard hunting business.
There's not much of a description here because Humans are rather varied across the five nations, and get more description there.
There is something about that armor that makes me feel uncomfortable
Changelings
In Eberron, Dopplegangers and Humans interbred enough that they eventually created a separate unique race. They lack the full shapeshifting capacity of Dopplegangers(And their +4 Level Adjustment) but can change the way they look superficially. They can emulate humans, dwarves and elves, but not halflings or gnomes.
Changelings are prudent and cautious, almost to the point of being paranoid. Only taking risks when their chances of success are all but assured, or the payoff is too good to ignore. They enjoy opulent lifestyles whenever they can have it, either through their own wealth or pretending to be someone who can afford it. They're soft spoken and stealthy in both their conversations with others and method of combat, striking from stealth and beating a hasty retreat when they need to. As far as their physical appearance, they favor their Doppleganger parents more than their Human ones. They have noses and mouths, even if they're barely visible. They also have hair though it's thin and wispy. The largest difference they have from their Doppleganger parents is that they have a distinct gender. Though they can assume either gender, and are fully functional as both. (And thankfully that's really as much detail as the book goes into).
The other races don't trust changelings, but most have reason to do business with them in one way or another. In their alignment they tend towards neutral but they're too fiercely independent to see that as a limitation. They possess no real lands of their own, though sometimes they form small changeling communities within larger ones, either living openly or hiding in plain sight.
They're Medium Humanoids with the Shapechanger subtype. They get bonus saves vs sleep and charm effects, and bonuses on Bluff, Intimidate, and Sense Motive checks. Speak Language is always a class skill for them, and they have the supernatural ability to cast disguise self. The changes are physical (and tactile) unlike the spell. But they cannot change their carried gear. Changelings often either have reversible clothing or carry multiple sets as a result. Their favored class is Rogue, surprising no one.
They'll make you an offer you can't refuse
Dwarves
Dwarves are the miners and smiths of the world of Khorvaire. Even more, they mint the coins and run the banks. Issue loans and collect debts. To an extent Dwarves are feared, since they're legendarily ruthless when it comes to their means of collecting those debts. The Dwarven Homelands are the Mror Holds, a federation of dwarven clans that are otherwise unrelated. They never had a unified empire so they didn't rise to prominence like the humans or elves did, but their vast mineral wealth has made them powerful movers and shakers in the political arena regardless. They were subject to the King of Galifar before the last war, but shortly after the opening shots of the war they seceded from Karranth, declaring independence as one of the earliest of the new nations. Clan Kundarak carries the Mark of Warding, allowing them to protect their wealth and vast stores of material goods.
I can't think of anything to say.
Elves
Tens of thousands of years ago, the Elves were slaves to the Giants of Xen'drik. When their society waned, the elves rebelled and fled to the continent of Aerenal, which is covered in fertile tropical rainforests. From there a few elves decided to leave Aerenal and settle on Khorvaire, before humans even set foot on the island. These elves have integrated into human society rather well, and bear little resemblance to either the Aerenal Elves, or the Elves of Valenar.
During the last War, Cyre hired a great many elf mercenaries from Aerenal to fight on their side. After fifty years of fighting, however, they claimed the vast majority of southern Cyre as their own. Apparently back during the Hobgoblin empires, the Elves of Aerenal maintained a trading outpost on the location where Valenar is now. There was some argument over the elvish claim to the land, but the Day of Mourning has made those debates rather academic. There are two Elven Dragonmarked Houses, at one point Phiarlan and Thuranni were one house, but they split during the last war. Both possess the Mark of Shadow, and with it the powers of Scrying and Illusion.
Don't fuck with Zilargo
Gnomes
Gnomes are knowledge hungry little bastards. No fact is too trivial, everything might be important some day. They make excellent librarians, accountants, bards, and alchemists as a result. That said, they are also excellent spies, and gnomish society is filled with webs of blackmail and intrigue that pass completely unnoticed by the humans. Not all of this is malicious, however, most of them consider it a form of courtesy. Being paranoid about your friends means that you find them competent enough to be a threat. Gnomes have never had an empire, but their talents for diplomacy and espionage have kept their nation of Zilargo independent throughout the history of Khorvaire. In addition to their skill as alchemists, Gnomes have mastered elemental binding, and they build the air and sea ships constructed in Zilargo's dry docks. Their only Dragonmarked house is House Sivis, which carries the Mark of Scribing, which gives magical abilities related to the written word and translation.
You are beneath Half-Elf Harlock.
Half-Elves
Half-Elves are a unique creation of Khorvaire, and most Half-Elves there are their own distinct race, breeding true amongst their own rather than unique instances of human-elf pairings. To my knowledge Eberron was the first setting there half-elves are a race rather than an exception. They have no lands of their own, though they are found throughout the Five Nations, most commonly in Aundair, Breland, and Thrane. A few migrated to Valenar to take part of the new nation. There are two dragonmarked houses amongst the Half-Elves. House Lyrandar carries the Mark of Storm, and operates all sailing ships and flying vessels, as well as bringing rain to Farmlands. Lyrandar is actually quite powerful as far as Dragonmarked Houses go. They control all transport between Khorvaire and the other continents, and they know it. The other house is Medani, which holds the Mark of Detection, offering services related to personal protection, such as food tasting and trap detection.
That bard is having the time of his life.
Half-Orcs
Half-Orcs are rare on Khorvaire as Humans and Orcs haven't lived in close proximity in any location except the Shadow Marches, where they thrive. Though they have made some inroads into the Eldeen Reaches and Droaam. They're about as civilized as the humans they live with, and are often mistaken for humans other than their size and strength. House Tharashk is their dragonmarked house, and is described earlier.
The one on the left is likely a bigger badass than you can ever hope to be.
Halflings
In their homeland, Halflings are nomads who have domesticated the dinosaurs native to the plains.
Yes you read correctly.
I'm cheating a bit again here, this is from Races of Eberron, but it's an excellent example.
There are urbanized Halflings who have established themselves across Khorvaire as merchants, politicians, barristers, healers, and thieves. The tribal nomads of the plains can sometimes be found in the cities, but the Halflings found in the cities normally blend in as well as their parent races. They originated on the Talenta Plains, and that is where they thrive. There are two Dragonmarked houses. Ghallanda has the Mark of Hospitality, granting magical abilities related to food, drink,and shelter. They control most inns and restaurants, and operate as chefs for royalty or prepare food for their nomads on the plains. The other house is Jorasco, which carries the Mark of Healing. They control hospitals and other curative services throughout Khorvaire.
No you didn't just stroke out there for a moment, most Kalashtar artwork looks like it's been put through a soft focus filter, I really dislike it.
Kalashtar
The Kalashtar are a compound race, incorporeal entities from Dal Quor, the region of Dreams, merged with human bodies and spirits to form a new and distinct species. The entities were a minority of Quori, the residents of Dal Quor, and they were hunted and persequted for their religious beliefs. Thousands of years after the Quori invaded Eberron and the connection between the Realm of Dreams and Eberron was severed, the Kalashtar were the first of the Quori to figure out a way to get back to the Material Plane, where they possessed willing humans. A quirk of the process was revealed when they tried to breed, as their children inherited a connection to the Quori of the parent of their same gender. New Kalashtar were born, not possessed. At this point the connection to the quori is spread across so many Kalasthar that the connection is mostly instinctive. It does not exist as a separate consciousness in their mind, but they have memories of places they've never been and of realms that do not exist.
Of course three hundred years later the other Quori figured out a way to psychically project their way to Eberron. Though rather than traveling physically, they project themselves and possess human bodies known as the inspired. They leave their own bodies behind much as mortals project their minds to Dal Quor when they dream.
Kalashtar are true fusions of human and Quori, they possess keen intellects but are not ruled by logic. They seek perfection of their mind and spirits, sometimes to the exclusion of physical pursuits. They're compassionate but are often alien to the other races. They're more interested in their own Psionics than any magic that Khorvaire has. They also cannot dream, as they are outcasts from their home plane. They look similar to humans but are 'elegant' and 'almost too beautiful'. They're born diplomats and relate well to everyone, they also tend to Lawful Good in alignment. Their homeland is a region of the continent of Sarlona known as Adar, a land of mountains and hidden fortress monasteries. Ironically they're probably more numerous across Khorvaire than they are in their homeland, as on Khorvaire at least they aren't actively persecuted by the inspired lords of Sarlona.
They follow no gods, but they do have their own religion known as the Path of Light. They believe that there is a universal force of positive energy called il-Yannah, "The Great Light". Through meditation and communion with this force they believe they are strengthening their minds and bodies against the darkness they must fight, and hope to usher Dal Quor into a new age of light.
They're Medium Humanoids, with a saving throw bonus against mind affecting spells and possession. They also get a bonus to Bluff, Diplomacy, Intimidate, and Disguise checks to look like humans. They sleep, but cannot dream, and as such are Immune to any spell or ability that relies on such. They get bonus power points, and can use the Mindlink psychic ability once per day, which allows them to communicate telepathically with any willing creature within 30 feet. Unsurprisingly their favored class is Psion.
Uhh apparently the feral werewolf people have invented the wonderbra.
Shifters
Sometimes called "the weretouched", shifters are descended from humans and the natural lycanthropes that are almost extinct on Khorvaire at the time of the setting. They can't fully change shape, but they can take on some animalistic features, a state they call Shifting. They evolved into a distinct culture with their own traditions and identity. Their personality is affected by their animal nature, some are boorish and crude, others are quiet, shifty, and solitary. Most have a predatory personality, as they're descended from carnivores, and think of things in terms of hunting and prey. They view survival as a challenge to be won.
They're humanoid in shape, but they're lithe and move in a crouched posture, springing and leaping rather than walking normally. Their faces have a bestial cast, flat noses, and sideburns(in both sexes). They also have heavy hair on their arms and lower legs. Many races feel uncomfortable around shifters, in the way most people get worried if there's a wild bear sitting next to them. Halflings though, in general, get along with them. And most people can get along with individual shifters.
They tend to be neutral, and have no lands of their own, though they are most commonly encountered in the Eldeen Reaches and any other remote areas, and now we get into the fun rules.
They're humanoids with the Shapechanger subtype, get a bonus to Dex with a penalty to Int and Cha, you know, cause they’re animals. Low Light Vision, +2 bonus on balance climb and jump checks, and Ranger as their favored class. And they get Shifting as a supernatural ability.
One per day a shifter can tap into their lycanthropic heritage in a manner similar to a barbarian's rage. Each shifter has a shifter trait, there are 6 in the core book with more added later, each one grants a +2 bonus to an ability score and another advantage unique to each trait. it lasts 3+Con rounds, and one additional round for each shifter feat they've taken, and they can shift one additional time per day for every two feats they have taken.
The traits in the core book are Longtooth and Razorclaw, which give strength bonuses and bite/claw attacks respectively. Cliffwalk and Longstride, which give dex bonuses and a climb speed/land speed bonus. and Beasthide and Wildhunt, which give con bonuses and an AC bonus and the Scent quality.
Oh Steve Prescott, is there anything you can't draw awesomely?
Warforged
Finally the main event. Built as mindless machines to fight in the Last War, they developed sentience as a result of the arcane experiments to make them better fighting machines. With each new generation that emerged from Cannith's creation forges they evolved until they became new creatures, living constructs. They're renowned for their combat prowess and their single minded focus. They made steadfast allies and truly implacable foes. They were literally built to fight, and they continue to serve that purpose as well as any one can. They fight without remorse and with an adaptability unseen in other constructs. Now that the war has ended, however, they search for a place in the relative peace. Some have become artisans or laborers, while others have become adventurers.
They look like massive humanoids molded out of obsidian, iron, stone, darkwood, silver, and organic material, though they move with a grace that belies their construction. Each warforged has a unique sigil on their forehead known as a Ghulra, the Dwarven word for truth (Thanks for the unfortunate implications, Eberron). If a warforged is injured in such a way as to remove the Ghulra, and then repaired, the mark will re-assert itself on their forehead, and if a Warforged is ever able to cast Arcane Mark, it will take the form of their Ghulra. They have no physical distinction of gender, though some have mental or vocal ones. Most are unconcerned with matters of Gender. They do not age naturally, though their bodies still decay as their minds improve through experience.
Some Warforged were built special, either having additional armor plating, special construction materials, or no armor plating at all. Other warforged have modified themselves 'after-market' with embedded weaponry or other enhancements. Though they were officially granted freedom, in the nations of Thrane and Karranth they're still seen as indentured servants. The military spent a lot of money to get them and they want their money's worth. Most warforged accept this state with equanimity, though others seethe with resentment and hate their 'masters'. More often than not they're neutral in one respect or another, they weren't built to ponder moral quandaries but they're learning how.
The first Warforged off the line were Barbarians, Fighters, rogues and the like. In recent years some have been built for more esoteric tasks such as wizards or artificers. Uniquely this means that their randomized age chart is reversed, scholarly professions have younger Warforged than the simple ones.
There's a sidebar here on
The Nature of the Warforged
. During the last days of King Jarot's reign, he grew increasingly paranoid about perceived threats both in and outside of the kingdom. He tasked House Cannith with creating a new immortal soldier to protect his kingdom both in his lifetime and afterwards. The first warforged were created by Merrix d'Cannith, and they walked off the line during the last days of Jarot's reign. When the nation fractured each faction had their own compliment of warforged fighters. Merrix's Son Arren was the first one to make breakthroughs in true sentience, and the first Living Constructs were created only thirty-three years ago. And Cannith started selling warforged to anyone with the coin to afford them.
As a part of the Treaty of Thronehold, two important decisions were made regarding Warforged. First, they were people, not property. Second, the creation forges were shut down, and the creation of new warforged was forbidden. This has become a point of contention amongst some Warforged, as they are considered living creatures, but cannot reproduce on their own. There are two current sources of new warforged, operating in defiance of the treaty. Merrix d'Cannith, grandson of the original, continues to run an illegal forge in the depths of Sharn. The other source is within the ruins of the Mournland, and is run by the Lord of Blades, unfortunately he's not as proficient as Merrix, and his are... defective, some are mutated.
Warforged are members of the Living Construct subtype, which was created specifically for them. Specifically it lets them get class hit dice and a constitution score. Unlike normal constructs they don't have low light vision, or darkvision. They're vulnerable to mind-affecting spells, critical hits, nonlethal damage, stunning, ability damage, ability drain, death and necromancy effects. They are immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, the sickend condition and energy drain. They don't heal naturally, and normal magical healing (Cure) is only half as effective on them. There's a special line of Repair spells that do work on Warforged at full strength. They also always count as wearing metal armor for the purposes of Heat Metal and shocking grasp and similar spells. they can't bleed out, and don't need to eat, sleep, or breathe. But they can eat magical items to gain their effects.
They get a bonus to Con and a penalty to Wis and Cha, because they’re robots. A +2 armor bonus that comes with a 5% arcane spell failure chance that counts as light armor. They've got a natural slam attack and light fortification as well. Surprise surprise their favored class is Fighter.
4e Races
Dragonborn
originate from Argonnessen. Legend holds that there are great dragonborn city-states that war throughout the interior either over the Draconic Prophecy or the behest of their masters. Dragonborn on Khorvaire are remnants of a Dragonborn outpost nation that once existed in Q'barra, but it fell as swiftly as it rose, and no modern Dragonborn remembers what happened to it.
Eladrin
actually have one of the more interesting origins. There are seven great cities of the Eladrin known as the Feyspires, and they have been appearing on Eberron since the Age of Giants. They would appear, allowing the Eladrin to intermingle with the mortal races before bringing them back to the Feywild. Some would remain behind but they were the exception, not the rule. That was at least until Shae Tirias Tolai was ransacked by the Giants of Xen'drik. Those Eladrin were enslaved and the long years separated from the Feywild turned them into the Elves of Today. That would be the end of the story if not for the fact that all of the Feyspires were on Eberron when the Day of Mourning occurred, and none of them have left since. They have left no lasting mark on Khorvarian culture, but they mean to, now that they're stuck there.
Tieflings
are descended from the corrupted human bloodlines of the Sarlonan nation of Ohr Kaluun. Sarlona tried to wipe out the competing arcane society but they fled to Khorvaire. Honestly it seems more like an afterthought than anything else.
Eberron 4e came out between the PHB2 and PHB3, so there are rules for Deva(spirits of light that fight the Rakshasa), Goliath(They were slaves on Xen'Drik and then somehow got to Khorvaire, it isn't explained), and Shifters(since they got upgraded into a ‘core’ race), but no Shardminds or Gith.
Up Next: This guy right here
A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost. The user activates it mentally. Armor never affects a spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component.